Defenestration Simulator

I worked on UI Concepting and implementation for the game Defenestration simulator, I made and implemented the graphics a shattered glass-themed pause menu animation.

Shatter Process

To achieve this, I started with a rigid body simulation in blender. I baked the keyframes for this animation and made a non-simulated shard that I could assign multiple materials too.

This shard would be used to display the actual menu:

I then made two glass-like shaders in unity, so that I could customize the visibility of different parts of the shard.

In order for the baked simulation to be visible even through level geometry, and have the menu appear on top of it, I had to use Render Objects and modify the order in which these objects would be rendered, as well as change how they interacted with the depth buffer.

I also made and implemented the graphics for the combo rank in the top right corner.

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